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Sonic Adventure 2 Hacking Now a general SA2 Hax thread

#826 User is offline MainMemory 

Posted 01 January 2015 - 11:18 AM

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View PostTweedle, on 01 January 2015 - 02:12 AM, said:

Honestly as much as I love Sa2b, Sa1 has more of a charm due to the variety of characters! Amy was personally my favorite.

In other words port them all into Sa2 please, haha.

There are a multitude of reasons why that won't happen any time soon, if ever.

#827 User is offline Strife 

Posted 01 January 2015 - 01:49 PM

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Would it be easier to port SA2 stages to SA1 than to port SA1 characters to SA2?

#828 User is offline MainMemory 

Posted 01 January 2015 - 03:06 PM

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Well... that depends on how authentic you want to be. SADX has nothing like the crates and all the new enemy types. But you can get the level geometry ported.

#829 User is offline Kharen 

Posted 01 January 2015 - 06:44 PM

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At the very least, SA1 doesn't have grinding, so unless that's been implemented in some way, I don't know how well some of the levels would port over without modding them a bit.

#830 User is offline Tweedle 

Posted 01 January 2015 - 09:24 PM

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View PostKharen, on 01 January 2015 - 06:44 PM, said:

At the very least, SA1 doesn't have grinding, so unless that's been implemented in some way, I don't know how well some of the levels would port over without modding them a bit.


Just add rings so you can light dash through those parts.

#831 User is offline iGamr 

Posted 01 January 2015 - 10:25 PM

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Actually, I recall somebody having shown off some sort of cobbled-together grinding mechanic running in SA1.

#832 User is offline Sid Starkiller 

Posted 28 January 2015 - 09:53 PM

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Is there a way to make the walker health bar invisible? I wanted to take some screens of the Egg Walker for the wiki, and they'd look better without the bar in the way.

#833 User is offline TheKazeblade 

Posted 29 January 2015 - 07:54 PM

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Has anyone successfully ported SA2 stage geometry to SADX before?

#834 User is offline MainMemory 

Posted 29 January 2015 - 10:01 PM

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Yes. The LevelConverter tool in SA Tools is designed to do exactly that, in fact. It's just that nobody's really done anything beyond getting the geometry ported.

#835 User is offline Jeffery Mewtamer 

Posted 31 January 2015 - 12:02 PM

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This is a question that comes up every now and then on another forum I frequent, but how hard would it be to port the Chao Gardens from SA2 Dreamcast to SA2B Steam? Are the data formats between the original and the PC port similiar enough to just make it a matter of copying over the right files from the Dreamcast version, or would some actual hacking be required? A bit off topic, but for the sake of completeness, I'll also ask about porting the Chao Gardens from SA1 Dreamcast to either SADXPC04 or SADX Steam.

#836 User is offline MainMemory 

Posted 31 January 2015 - 12:08 PM

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I will answer both your questions at the same time. One could, theoretically, make the game use the Dreamcast geometry. Simply copying files wouldn't do it, since geometry is compiled into the game's EXE and DLL files. However, there are hardcoded things that might be more difficult to alter. I know SADXPC hardcodes the object layout, don't know about SA2, but there's also stuff like areas where Chao and items can spawn.
This post has been edited by MainMemory: 31 January 2015 - 12:10 PM

#837 User is offline Turbohog 

Posted 31 January 2015 - 05:35 PM

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I'm going to jump on the question bandwagon. Sorry MainMemory. Anyway, several months ago I looked at the LevelConverter tool. Now some people might think I'm crazy, but I've always thought Sonic played better on Sonic Adventure 2, so I've always thought it would be great to play through the Adventure 1 levels, but in Adventure 2. (This would also make 2 player emerald coast, etc. possible). If I remember correctly, there is no way right now to port SA1's level geometry to SA2, is there?

#838 User is offline MainMemory 

Posted 31 January 2015 - 07:16 PM

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IIRC the tool tries to convert, but the game doesn't accept it for whatever reason.

#839 User is offline Vertrex 

Posted 05 February 2015 - 05:55 PM

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View PostAerosol, on 20 February 2012 - 04:26 AM, said:

What are the mlt files?

If I'm not mistaken, They are material files that usually contain written coordinates for a wavefront file (.obj).

#840 User is offline darkspines35 

Posted 05 February 2015 - 06:13 PM

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View PostVertrex, on 05 February 2015 - 05:55 PM, said:

View PostAerosol, on 20 February 2012 - 04:26 AM, said:

What are the mlt files?

If I'm not mistaken, They are material files that usually contain written coordinates for a wavefront file (.obj).

They're sound files for the characters actually. That's actually how this whole topic began.

Something to note: Just because extensions are the same doesn't mean the the file is related in any way, shape, or form to another file of the same extension. Also, the obj material files are mtl, not mlt.

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